X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=3b1c74dfbec9675403226a3435fed354ffed7ef8;hp=d9ae6b760ff545c8043269bb9e120b597f8b05f7;hb=74a5bc6159d2c753786a5ef6bf785263cd0538f1;hpb=e1d07383b29e8581230b50f45606192d1f21f5dd diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index d9ae6b76..3b1c74df 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -1,4 +1,3 @@ -import bpy import math import mathutils import itertools @@ -48,11 +47,9 @@ class Vertex: if vertex.__class__==Vertex: self.uvs = vertex.uvs[:] self.tan = vertex.tan - self.bino = vertex.bino else: self.uvs = [] self.tan = None - self.bino = None self.index = vertex.index self.co = mathutils.Vector(vertex.co) self.normal = mathutils.Vector(vertex.normal) @@ -157,11 +154,10 @@ class Mesh: def __init__(self, mesh): self.name = mesh.name - self.winding_test = mesh.winding_test self.smoothing = mesh.smoothing self.use_uv = mesh.use_uv - self.tbn_vecs = mesh.tbn_vecs - self.tbn_uvtex = mesh.tbn_uvtex + self.tangent_uvtex = mesh.tangent_uvtex + self.use_strips = mesh.use_strips self.vertex_groups = mesh.vertex_groups # Clone basic data @@ -183,7 +179,7 @@ class Mesh: if mesh.use_uv=='NONE' or not mesh.uv_layers: self.uv_layers = [] else: - self.uv_layers = [UvLayer(u) for u in mesh.uv_layers] + self.uv_layers = [UvLayer(u) for u in mesh.uv_layers if u.data] # Assign texture unit numbers to UV layers that lack one missing_unit = [u for u in self.uv_layers if u.unit is None] @@ -195,7 +191,7 @@ class Mesh: self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit)) - if mesh.use_uv=='UNIT0': + if mesh.use_uv=='UNIT0' and self.uv_layers: self.uv_layers = [self.uv_layers[0]] if self.uv_layers[0].unit!=0: self.uv_layers = [] @@ -209,7 +205,7 @@ class Mesh: edge_map = {e.key: e for e in self.edges} for f in self.faces: if len(f.vertices)>4: - raise ValueError("Ngons are not supported") + raise ValueError("Unsupported face on mesh {}: N-gon".format(self.name)) f.vertices = [self.vertices[i] for i in f.vertices] for v in f.vertices: @@ -231,6 +227,21 @@ class Mesh: else: self.lines = [] + # Check if tangent vectors are needed + if mesh.tangent_vecs=='NO': + self.tangent_vecs = False + elif mesh.tangent_vecs=='YES': + self.tangent_vecs = True + elif mesh.tangent_vecs=='AUTO': + from .material import Material + self.tangent_vecs = False + for m in self.materials: + mat = Material(m) + if mat.type=="pbr": + normal_prop = next((p for p in mat.properties if p.tex_keyword=="normal_map"), None) + if normal_prop and normal_prop.texture: + self.tangent_vecs = True + self.vertex_sequence = [] def transform(self, matrix): @@ -239,19 +250,19 @@ class Mesh: def splice(self, other): if len(self.uv_layers)!=len(other.uv_layers): - raise ValueError("Meshes have incompatible UV layers") + raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name)) for i, u in enumerate(self.uv_layers): if u.name!=other.uv_layers[i].name: - raise ValueError("Meshes have incompatible UV layers") + raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name)) # Merge materials and form a lookup from source material indices to the # merged material list - material_map = [] + material_atlas = [] for m in other.materials: if m in self.materials: - material_map.append(self.materials.index(m)) + material_atlas.append(self.materials.index(m)) else: - material_map.append(len(self.materials)) + material_atlas.append(len(self.materials)) self.materials.append(m) # Append data and adjust indices where necessary. Since the data is @@ -282,7 +293,7 @@ class Mesh: f.index += offset f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset) if other.materials: - f.material_index = material_map[f.material_index] + f.material_index = material_atlas[f.material_index] offset = len(self.edges) self.edges += other.edges @@ -292,7 +303,7 @@ class Mesh: self.lines += other.lines - def prepare_triangles(self, progress): + def prepare_triangles(self, task): face_count = len(self.faces) for i in range(face_count): f = self.faces[i] @@ -352,9 +363,9 @@ class Mesh: f.normal = normals[1-cut_index] nf.normal = normals[3-cut_index] - progress.set_progress(i/face_count) + task.set_progress(i/face_count) - def prepare_smoothing(self, progress): + def prepare_smoothing(self, task): smooth_limit = -1 if self.smoothing=='NONE': for f in self.faces: @@ -367,14 +378,12 @@ class Mesh: for e in self.edges: e.check_smooth(smooth_limit) - progress.push_task("Sharp edges", 0.0, 0.7) - self.split_vertices(self.find_smooth_group, progress) + subtask = task.task("Sharp edges", 0.7) + self.split_vertices(self.find_smooth_group, subtask) if self.smoothing!='BLENDER': - progress.set_task("Updating normals", 0.7, 1.0) - self.compute_normals(progress) - - progress.pop_task() + subtask = task.task("Updating normals", 1.0) + self.compute_normals(subtask) def prepare_vertex_groups(self, obj): if not self.vertex_groups: @@ -402,15 +411,15 @@ class Mesh: for g in v.groups: g.group = group_index_map[g.group] - def apply_material_map(self, material_map): + def apply_material_atlas(self, material_atlas): for m in self.materials: - if m.name not in material_map.material_names: - raise Exception("Material map is not compatible with Mesh") + if m.name not in material_atlas.material_names: + raise Exception("Material atlas {} is not compatible with Mesh {}".format(material_atlas.name, self.name)) if self.use_uv=='NONE': return - layer = UvLayer("material_map") + layer = UvLayer("material_atlas") if self.use_uv=='UNIT0': self.uv_layers = [layer] layer.unit = 0 @@ -422,11 +431,11 @@ class Mesh: layer.uvs = [(0.0, 0.0)]*len(self.loops) for f in self.faces: - uv = material_map.get_material_uv(self.materials[f.material_index]) + uv = material_atlas.get_material_uv(self.materials[f.material_index]) for i in f.loop_indices: layer.uvs[i] = uv - def prepare_uv(self, progress): + def prepare_uv(self, task): # Form a list of UV layers referenced by materials with the array atlas # property set array_uv_layers = [] #[t.uv_layer for m in self.materials if m.array_atlas for t in m.texture_slots if t and t.texture_coords=='UV'] @@ -444,35 +453,38 @@ class Mesh: for i in f.loop_indices: l.uvs[i] = mathutils.Vector((*l.uvs[i], layer)) + # Split by the UV layer used for tangent vectors first so connectivity + # remains intact for tangent vector computation + tangent_layer_index = -1 + if self.tangent_vecs: + if self.tangent_uvtex: + uv_names = [u.name for u in self.uv_layers] + if self.tangent_uvtex in uv_names: + tangent_layer_index = uv_names.index(self.tangent_uvtex) + elif self.uv_layers[0].unit==0: + tangent_layer_index = 0 + + if tangent_layer_index<0: + raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name)) + prog_count = len(self.uv_layers) - prog_step = 0 - - # Split by the UV layer used for TBN vectors first so connectivity - # remains intact for TBN vector computation - tbn_layer_index = -1 - if self.tbn_vecs: - uv_names = [u.name for u in self.uv_layers] - if self.tbn_uvtex in uv_names: - prog_count += 1 - tbn_layer_index = uv_names.index(self.tbn_uvtex) - progress.push_task_slice("Computing TBN", 0, prog_count) - self.split_vertices(self.find_uv_group, progress, tbn_layer_index) - progress.set_task_slice(self.tbn_uvtex, 1, prog_count) - self.compute_tbn(tbn_layer_index, progress) - progress.pop_task() - prog_step = 2 - else: - raise Exception("TBN UV layer not found") + if tangent_layer_index>=0: + prog_count += 1 + task.set_slices(prog_count) + + if tangent_layer_index>=0: + subtask = task.next_slice("Computing tangents") + self.split_vertices(self.find_uv_group, subtask, tangent_layer_index) + subtask = task.next_slice(self.tangent_uvtex) + self.compute_tangents(tangent_layer_index, subtask) # Split by the remaining UV layers for i, u in enumerate(self.uv_layers): - if i==tbn_layer_index: + if i==tangent_layer_index: continue - progress.push_task_slice(u.name, prog_step, prog_count) - self.split_vertices(self.find_uv_group, progress, i) - progress.pop_task() - prog_step += 1 + subtask = task.next_slice(u.name) + self.split_vertices(self.find_uv_group, subtask, i) # Copy UVs from layers to vertices for v in self.vertices: @@ -484,11 +496,11 @@ class Mesh: else: v.uvs = [(0.0, 0.0)]*len(self.uv_layers) - def prepare_colors(self, progress): + def prepare_colors(self, task): if not self.colors: return - self.split_vertices(self.find_color_group, progress) + self.split_vertices(self.find_color_group, task) for v in self.vertices: if v.faces: @@ -497,7 +509,7 @@ class Mesh: else: v.color = (1.0, 1.0, 1.0, 1.0) - def split_vertices(self, find_group_func, progress, *args): + def split_vertices(self, find_group_func, task, *args): vertex_count = len(self.vertices) for i in range(vertex_count): v = self.vertices[i] @@ -549,7 +561,7 @@ class Mesh: f.vertices[f.vertices.index(v)] = nv nv.faces.append(f) - progress.set_progress(i/vertex_count) + task.set_progress(i/vertex_count) def find_smooth_group(self, vertex, face): face.flag = True @@ -595,7 +607,7 @@ class Mesh: return group - def compute_normals(self, progress): + def compute_normals(self, task): for i, v in enumerate(self.vertices): v.normal = mathutils.Vector() for f in v.faces: @@ -613,16 +625,13 @@ class Mesh: else: v.normal = mathutils.Vector((0, 0, 1)) - progress.set_progress(i/len(self.vertices)) + task.set_progress(i/len(self.vertices)) - def compute_tbn(self, index, progress): - # This function is called at an early stage during UV preparation when - # face UVs are not available yet + def compute_tangents(self, index, task): layer_uvs = self.uv_layers[index].uvs for i, v in enumerate(self.vertices): v.tan = mathutils.Vector() - v.bino = mathutils.Vector() for f in v.faces: vi = f.pivot_vertex(v) uv0 = layer_uvs[f.loop_indices[vi[0]]] @@ -638,20 +647,17 @@ class Mesh: if div: mul = edge1.angle(edge2)/div v.tan += (edge1*dv2-edge2*dv1)*mul - v.bino += (edge2*du1-edge1*du2)*mul if v.tan.length: v.tan.normalize() - if v.bino.length: - v.bino.normalize() - progress.set_progress(i/len(self.vertices)) + task.set_progress(i/len(self.vertices)) - def prepare_sequence(self, progress): - progress.push_task("Reordering faces", 0.0, 0.5) - self.reorder_faces(progress) + def prepare_sequence(self, task): + subtask = task.task("Reordering faces", 0.5) + self.reorder_faces(subtask) - progress.set_task("Building sequence", 0.5, 1.0) + subtask = task.task("Building sequence", 1.0) sequence = None for i, f in enumerate(self.faces): if sequence: @@ -678,13 +684,11 @@ class Mesh: sequence = f.vertices[:] self.vertex_sequence.append(sequence) - progress.set_progress(i/len(self.faces)) - - progress.pop_task() + subtask.set_progress(i/len(self.faces)) self.reorder_vertices() - def reorder_faces(self, progress): + def reorder_faces(self, task): # Tom Forsyth's vertex cache optimization algorithm # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html @@ -702,7 +706,8 @@ class Mesh: # Keep track of the score and number of unused faces for each vertex vertex_info = [[0, len(v.faces)] for v in self.vertices] for vi in vertex_info: - vi[0] = valence_boost_scale*(vi[1]**valence_boost_power) + if vi[1]: + vi[0] = valence_boost_scale*(vi[1]**valence_boost_power) face = None reordered_faces = [] @@ -760,7 +765,7 @@ class Mesh: del cached_vertices[max_cache_size:] n_processed += 1 - progress.set_progress(n_processed/len(self.faces)) + task.set_progress(n_processed/len(self.faces)) self.faces = reordered_faces for i, f in enumerate(self.faces): @@ -777,17 +782,22 @@ class Mesh: v.index = len(reordered_vertices) reordered_vertices.append(v) + for v in self.vertices: + if v.index<0: + v.index = len(reordered_vertices) + reordered_vertices.append(v) + self.vertices = reordered_vertices for e in self.edges: e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index) -def create_mesh_from_object(context, obj, progress, *, material_map=None): +def create_mesh_from_object(ctx, obj, material_atlas): if obj.type!="MESH": - raise Exception("Object is not a mesh") + raise Exception("Object {} is not a mesh".format(obj.name)) - progress.push_task("Preparing mesh", 0.0, 0.2) + task = ctx.task("Collecting mesh data", 0.2) objs = [(obj, mathutils.Matrix())] i = 0 @@ -798,7 +808,7 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): if c.type=="MESH" and c.compound: objs.append((c, m*c.matrix_local)) - dg = context.evaluated_depsgraph_get() + dg = ctx.context.evaluated_depsgraph_get() mesh = None for o, m in objs: @@ -806,14 +816,13 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): bmesh = eval_obj.to_mesh() # Object.to_mesh does not copy custom properties - bmesh.winding_test = o.data.winding_test bmesh.smoothing = o.data.smoothing bmesh.use_lines = o.data.use_lines bmesh.vertex_groups = o.data.vertex_groups bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex bmesh.use_uv = o.data.use_uv - bmesh.tbn_vecs = o.data.tbn_vecs - bmesh.tbn_uvtex = o.data.tbn_uvtex + bmesh.tangent_vecs = o.data.tangent_vecs + bmesh.tangent_uvtex = o.data.tangent_uvtex me = Mesh(bmesh) me.transform(m) @@ -829,22 +838,20 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): mesh.name = obj.data.name - if material_map: - mesh.apply_material_map(material_map) + if material_atlas: + mesh.apply_material_atlas(material_atlas) - progress.set_task("Triangulating", 0.2, 0.3) - mesh.prepare_triangles(progress) - progress.set_task("Smoothing", 0.3, 0.5) - mesh.prepare_smoothing(progress) - progress.set_task("Vertex groups", 0.5, 0.6) + task = ctx.task("Triangulating", 0.3) + mesh.prepare_triangles(task) + task = ctx.task("Smoothing", 0.5) + mesh.prepare_smoothing(task) + task = ctx.task("Vertex groups", 0.6) mesh.prepare_vertex_groups(obj) - progress.set_task("Preparing UVs", 0.6, 0.75) - mesh.prepare_uv(progress) - progress.set_task("Preparing vertex colors", 0.75, 0.85) - mesh.prepare_colors(progress) - progress.set_task("Render sequence", 0.85, 1.0) - mesh.prepare_sequence(progress) - - progress.pop_task() + task = ctx.task("Preparing UVs", 0.75) + mesh.prepare_uv(task) + task = ctx.task("Preparing vertex colors", 0.85) + mesh.prepare_colors(task) + task = ctx.task("Render sequence", 1.0) + mesh.prepare_sequence(task) return mesh